Koski wrote:I looked at this a few times without much to say, but I finally realized...I think your trying to put full squads of 10 marines into razorbacks, which only carry 6 units. So I suppose you'd have to change that at the very minimum on this list? Other than that it looks pretty good, where exactly is the techmarine riding?
The squads with razorbacks combat squad into two 5-man pieces, one with heavy weapon and one with the melta gun and sergeant. The heavy weapon parts sit back to shoot from cover in my zone and to hold objectives, while the special weapon part drives forward, their main job is to demolish vehicles around objectives with all of the melta. The sternguard squad is 8-man so that the librarian and techmarine with flamer and
TL plasma can ride along. I expect the techmarine to hop out to fix vehicles in most games, so he might end up hitching a ride in one of the razorbacks depending on how the game goes.
He can combat squad. And what's with the random Techmarine? And unless your dice REALLY hate you, down grade the Siege shields for dozer blades, they're not as good, but it's not worth the price difference. It really isn't.
I put the list together and found that I had 50 points to spend. Ditching one sternguard gave me the points for the techmarine plus a spot for him to ride, and he seems to fit in pretty well with them; 2 of flamer, bolter,
TL-plasma shots to go with the special ammo flood, and his two powerfist attacks are like having a second sarge in melee. His repair power works on a 4+ and seems like it will be really annoying to the opponent when it works (like bringing back a 'weapon destroyed' vindicator or getting a transport able to drive again). I don't know if I'll end up using one all the time or not, but it filled out the list and will give me a chance to see if I like the unit. I probably will drop down the siege shields and add a couple of dozer blades or sternguard combis.